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Now comes the hard partactually flying though the impossible twists and turns of the canyon. The base entrance is deep beneath the planet's surface on the floor of the canyon, and the rock formations force any approaching ships and vehicles anything silhouette 2 or larger to enter the gorge at least two kilometers away. The hairpin turns and rocky outcroppings add to any Piloting checks made in the Gauntlet. If the PCs succeed on the check, they manage to navigate the canyon. The PCs cannot proceed to the next section of the Gauntlet, the Devil's Spires below , until they have succeeded at the check.
Makashi Duelist - Presence-based Lightsaber style heavily focused on dealing with a single opponent in melee, so you get no Reflect talents. You do have some cool techniques though, which can allow you to dominate your opponent, like feinting to turn your missed attacks into penalties for your opponent, or by taunting your opponent into losing strain points while recovering them for yourself.
Your ultimate ability is the Makashi Finish, which can massively boost your critical damage rolls and rip your opponent a brand new asshole if you manage to hit him with it. Seer - A more practical counterpart to the Sage, it also gives you two Force Rating increases. But instead of knowledge or interaction bonuses, you get much-improved initiative checks and some boosts to outdoor survival checks. It doesn't quite have the same force boosting talents as the Sage, but you can get some floating re-rolls on power checks, and with "Forewarning" you can massively increase your allies defenses up until the point they act in an encounter.
Alchemist Unlimited Power - Harness the power of the force to become a drug dealer, brewing all kinds of special concoctions. Using the light to whip up healing potions, or the dark to brew poisons.
Also lets you add Force Dice into a crafting check to create extra successes or advantages, plus some resistances to poisons useful, given what you'll be brewing. Involves a lot of lore based abilities, removing setback and reducing the difficulty of such checks, while Knowledge Is Power lets you count Lore skill as Force Rating on a single power. Comes with Channel Agony, letting you suffer wounds to generate automatic dark side points on force checks, as well as Healing Trance to recover wounds lost.
Also has some ranks in Confidence and Resolve to resist fear and strain inflicted from learning stuff man was not meant to know. Prophet UnPo - Become a magical evangelist motivational speaker, spreading word of the force and using it to inspire hope in others. Includes an aura of awesomeness for you or anti-awesomeness if you turn it against your foes , the power to inspire fear or comfort in others, or the ability to become a Force generator for a full encounter.
You do get some awesome damage potential, like the ability to hit an opponent multiple times in a single attack and with a lightsaber he's going down , throw your lightsaber as a ranged weapon or close the distance fast and leap to your opponent's space. However, the style is heavily dependent on your pool of strain points, so if you cannot finish a fight fast you may find yourself running out of things to do. Hunter - A very practical specialization that works in situations where you don't need or own a lightsaber.
Good at tracking and with perception checks and is good for dealing damage to animals and beasts, as well as avoiding incoming ranged damage. It also allows you to use your force dice on ranged weapon attack rolls, making it a good fall-back class for anyone. Pathfinder - The Druid to the Hunter's Ranger. This also gives you a whole bunch of outdoor survival boosts and travel enhancements. As the class progresses, you get your own permanent animal companion, though as your force rating increases you could swap it out for larger and meaner creatures.
Its best gimmick is adding it's force rating to any weapon that isn't a rocket launcher or starship turret. So, in essence, it's the best combat-focused force specialization hands down.
In return you get an additional force rating in the tree, lots more strain increases and a higher focus on your animal companion, granting several abilities that improve your animal companion and make it more useful to you. Navigator SS - Some marriage between a Scout and a Pilot: A hybrid of piloting skills and overland travel boosts, mixed with general tracking ability. Comes with a bunch of Astrogation talents you might not find a use for unless you need to jump to hyperspace quickly, but the class does have an overall focus on escaping.
Sentinel Artisan - The Mechanic and generally the guy you want fixing your vehicles and broken stuff. A non-force wielder like a technician or proper mechanic might be better in general situations, but this guy can imbue his items with the force to gain enhancements, or he can even use the force to add hardpoints when modifying items. Shadow - The Thief archetype, you are really good at stealth.
To the point that you can make yourself invisible to other force users and make your own force powers being undetectable.
You can even make people forget about your existence once per session. Other than stealth, you also get improved hacking skills but only when attempting to decipher communications. Shien Expert - A Cunning-based style heavily focused on dealing with ranged attackers and being defensive, but not quite as one-dimensional as the Makashi or Soresu styles, so you at least have combat options.
The talents actually make this class very well rounded, allowing you to take advantage of enemy misses, or close the distance quickly if you need to. It doesn't offer any way to upgrade skill rolls or reduce the difficulty, however, so you'll have to rely on straight skill dice and items to help.
Racer EnVi - they had to squeeze Podracing in somewhere, so might as well tack it on to the most urban force using career. Kind of like a force wielding pilot, with less ability to shoot stuff but who can pull crazy maneuvers. Also gives them track and field powers, cus Usain Bolt was a Jedi racer too.
Sentry EnVi - kind of a generic lightsaber style, coming with Reflect talents, the ability to dodge, throw your saber and boost your Vigilance and Stealth rolls. You also get a dark side ability where you can go "BOO" and make people run away.
Considering the wide-ranging applications of the class, it would make a good starting choice. Warrior Aggressor - The muscle dude who exists to debuff enemies and make them easier to deal with. The Aggressor can terrify opponents into a disoriented or immobilized state, then take advantage of that state by dealing additional damage. Starfighter Ace - Exactly what you think it is, a force-wielding pilot, coming with some useful repair talents and force enhancements while at the helm of a vehicle, making it more difficult to hit and allowing you to add your force dice to your vehicular attack rolls for improved damage.
Shii-cho Knight - The "basic" lightsaber style, which is still based on Brawn. Shii-Cho is about dealing with crowds of enemies in melee, allowing you to strike multiple targets with a single attack.
It has virtually no ranged defenses so can be easily overwhelmed by the same bunch of dudes with guns if you can't close the distance, but the specialization does have a focus on durability and being able to increase crit ratings on incoming attacks.
Its an odd tree of four columns that lead straight to the bottom. One row of Wounds and an ability to heal some, one row of Crit reduction, one to mitigate being stopped by status effects and including a hilarious headbutt maneuver to stop other people , and one row of Strain, Soak, and two Force abilities.
The entire tree is largely one spiraling linear path around the page which forces you to walk a tightrope with your Destiny Points and Conflict with the tree splitting about seven talents in depending on whether you specialize in Juyo used by Sith or Mace Windu's signature Vaapad style, or both.
It is very, very easy to gain mountains of Conflict while doing insane amounts of damage and critting like a boss. Or, if used carefully, generate a net positive Morality score, while just doing a silly amount of damage.
Two Force talents add Pierce and Sunder to your fists and a third lets you punch faces at range. The rest of the tree is nothing to sneeze at either.
Combine with the Conjure power to create with enough upgrades some of the most versatile weapons and devastating attacks in the game. Prequels Era[ edit ] Clone Clone Officer RotS Interestingly meant to represent all officer ranks that can be held by a clone even commander which is going to have its own spec as well this is a fairly simple combat leadership spec.
The left half of the tree focuses on cover and the field command ability, while the right half is about leading from the front giving you abilities to grant boost die to your allies attacks. Has the fun ability to order people not to die until after next round.
Clone Pilot RotS An interesting piloting spec with a few unique abilities. Assault Drop lets you use an incidental to kick your allies out of your ship or vehicle, while Fire Support lets you pass boost die on when you succeed on vehicle combat checks. Also has the infamous Barrel Roll talent that lets you suffer system strain to reduce the damage you take from attacks.
Clone Trooper RotS More meat for the grinder. A well rounded combat spec, the trooper offers lots of defensive bonuses as well as deadly accuracy to help you offensively. Like all the clone specs the trooper provides the Clanker Killer talent which lets you remove boost die from combat checks against droids to add your choice of success or advantage, unlike the other clone specs however, the trooper gets two ranks.
Their announcement page describes them as relying on their peak physical fitness and advanced training so they'll likely receive talents to buff their physical abilities and skills, as well as something to represent their creativity and independence. Clone Commander CotR An interesting spec choice considering the officer claims to represent commanders as well.
Clone Veteran CotR The announcement page mostly goes on about their knowledge of the enemy and consul on tactical matters, so they'll definitely get Knowledge Warfare related abilities. But we can expect at least some combat focused ones as well, and it will undoubtedly have at least another rank of Clanker Killer Jedi Jedi Padawan RotS - The entry of the Jedi class.
The Jedi Padawan tree is split into the left half, which focuses on lightsaber combat, and the right half which focuses on skills and the force. At only 40xp required to reach Force Rating 2, the Jedi Padawan is the fastest way to get your force rating up. Since all other Jedi specializations known so far have additional requirements, this is the only one you can start in.
Jedi Knight RotS - The left side of the tree is all about lightsaber combat, though aside from the Saber Throw talent it is entirely defensive. The right side of the tree focuses instead on the force, notably allowing the Knight to flip a dark side destiny point back to the light every round they fail a check. Jedi General CotR - Predictably this has general leadership abilities. Jedi Master CotR - Requiring three force die to qualify for and explicitly does not require the actual title of "Jedi Master".
What it actually does is unclear as the talents visible in the preview are all generic Strangely, all the lightsaber styles are out of class for Jedi Universal[ edit ] Specialisations that can be taken by any character as if they were part of the character's own career path, so therefore does not suffer the additional experience penalty for choosing them.
Oddly, many of these would be appropriate concept-wise as origins for characters, but Universal Specs are not appropriate RAW as a first specialisation. Rebel Recruit AoR - A universal specialisation providing a broad set of low level combat and utility abilities.
Limited to male humans for obvious reasons, but you could probably convince your GM to let you refluff it as a member of different vat-grown army or something. As you might expect, gives a whole lot of passive bonuses to making you a better soldier, mostly making you more resilient and better at aiming. Generalised social and skullduggery-oriented tree. Kind of mediocre, but does have an utterly hilarious end-tier talent called "Prepare to be Boarded! Despite having no force abilities, lets you do absurd amounts of damage with simple weapons and do some nifty things like heal yourself with Knowledge Lore checks.
Lots of focus on the Discipline skill, which is elsewhere used to resolve opposing Force powers checks, but here just makes you really, really fearless. A pretty good alternative to Rebel Recruit, with more of a focus on ignoring strain and working in formation with others.
Has a small knowledge thing going on, including using Knowledge Warfare for initiative. Has several ways to use leadership, so it makes a good supplement to commodore or squad leader. Has an ability in the late tree that can let you treat a large ship as a smaller one, so you can do sick drifts in a Nebulon-B.
Has a space combat focus, though the early parts of the tree aren't particularly specialized. Republic Represenative RotS - A universal specialization focused on diplomacy.
At the bottom of their tree is the ability to pull "previously unknown dealings" out of your ass to your benefit. Death Watch Warrior CotR - From what we've seen so far this appears to be a fairly defensive spec focused on maneuverability with a jetpack.
However the lower half of the tree may well provide some much needed firepower. Senator CotR - Keeping war off our shores Another talker specialization, but with a career attached to it. Separatist Commander CotR - The first official support for actually playing as the "bad guys" in the entire system!
It only took 27 books to get to As expected, it's another commander specialization, with some mass combat abilities. Force Rating Granting Acquiring any of these specialties gives you Force Rating 1, but acquiring multiple of them will not raise it above that. None of these grant career skills themselves, though many have early talents that give them. It is a bit more focused than Exile but it gets more by way of "The Force" than the Exile path does by allowing you to enhance your allies or use your own Willpower in place of their usual stat.
Based around being a padawan who escaped Order 66 and went into hiding as a normie, this gives Force Rating 1 and a wide range of defensive and stealth-based force powers, as well as really good bonuses to crafting your own lightsaber. The left side of the tree is focused on sneak attacks and disorienting foes. The right side of the tree focuses on lightsaber combat and gives Renegade Form, which can let you make lightsaber attacks with any attribute without diving into a deep tree with no force die increase.
Nightsister CotR - Interestingly it doesn't grant a FR right away, instead it offers it as a 5xp talent, meaning you can play a non force sensitive nightsister if you want. This means it does grant career skills though. They can only be taken by attaching the signature ability to the bottom of one of your career talent trees. Obviously there are a few caveats to that; you can only take signature abilities from your own career meaning if you start as a hired gun, you can't take smuggler abilities and you can only attach them to in-career talent trees so your hired gun cannot attach a hired gun ability to a smuggler talent tree taken out-of-career.
Once you've got the signature ability, you can further upgrade it like it was part of your regular talent tree, and some of the abilities are very nearly broken as hell Spend 2 destiny points and make a hard streetwise check.
If you're on the same planet as the person you're looking for you instantly learn their location. Unmatched Devastation Bounty Hunter - Spend 2 destiny points after attacking to make an extra attack with a different weapon.
Not all that impressive, until you get a few upgrades and it goes from getting a second attack to unloading with everything you've got. The attacks get harder for every successful one you've made, but you don't need to pass each check to keep the chain going.
Two upgrade lets you move and quick draw weapons between each attack. Meaning you can fire at range before closing in with melee, or vice versa. Sudden Discovery Explorer - You can take a knowledge check to learn your location if you were lost or a safe path out of your location. Sounds weak, but the best is yet to come So you can learn otherwise secret things like the location of the Valley of the Jedi, Revan's Infinite Army or unique and powerful relics otherwise lost in the setting.
Unmatched Mobility Explorer - Allow yourself a third maneuver per round, for an upgrade-able number of rounds. Under normal circumstances PCs only get two maneuvers with the second costing strain to perform.
This makes you fast as hell, meaning you can pull off a ridiculous amount of shit while the power is in effect. Last One Standing Hired Gun - Kill ALL low level minions in your current encounter with a single check , followed by a suitable explanation for what you are doing, like jumping out of cover with a repeating blaster and getting them all with headshots. The ability can also be upgraded to work on "rival" mid-level characters but it won't clear out a "nemesis" like Darth Vader or Starkiller.
Unmatched Protection Hired Gun - For the duration of the ability you can half the amount of damage you take BEFORE you apply things like armour and toughness to modify it, making you an absolute tank. This power is upgradable by increasing duration or the number of hits per round that it can apply to. Insightful Revelation Colonist - Take a Knowledge check to gain one bit of information from the GM that must be immediately useful to overcoming the current encounter.
While this ability sounds like a waste, the answer MUST NOT have been obtainable by any immediate means, so the GM can't cheat you by giving you stuff that you could find in the galactic library or by telling you that walls make good cover in a gunfight, making it nearly as situationally powerful as Sudden Discovery, but involves the GM telling you something rather than you asking a specific question.
Unmatched Expertise Colonist - One sure fire way of breaking the game temporarily. It reduces the difficulty of all career checks by one for the remainder of the encounter. This can be further upgraded to modifying difficulty by two down to a minimum of "simple" as well as reducing any setback dice that your GM may want to impose upon you. All of this means that you character can pull off pretty much any skill check virtually unopposed, including making combat checks which are only countered by the target's defense dice, which can amount to very little after setback reductions, meaning you can just land hits on Darth Vader with impunity and will make your GM thankful for the reason that signature abilities can only be taken as in-career upgrades.
Initially only applying to personal combat but can be upgraded to ship-scale or social situations on various different checks. It doesn't actually end the encounter and in some situations could make matters worse, like by leaving some of your companions in the lurch it can be upgraded to cover some of your allies or by leaving a powerful opponent alive to come and get you later.
This can also leave the GM in a difficult spot if the encounter was particularly important to the story progression like the boss fight at the end of the campaign, so it should probably be discussed with the GM how it best fits the situation.
Unmatched Fortune Smuggler - Spend Destiny to "flip" a dice to an adjacent side, allowing you to turn a fail into a pass, or a pass into a triumph. Can also be upgraded to apply to multiple dice from different pools, including your allies.
This will make you both wildly popular at your table, but also has the potential to be the defining use of your character, overshadowing everything else you could contribute to the group.
Inventive Creation Technician - spend some destiny points to immediately build an item that only lasts for the rest of the encounter before falling apart. Is different from the "contraption" talent because it allows you to build an actual named item, rather than Macgyver a solution.
Is also better than "utility belt" because you can build an actual weapon and items of greater than rarity 4. At higher levels, you can even build yourself small vehicles of up to Silhouette 2. Note: the Miy'Til Starfighter from "Keeping the Peace" is the only actual spacecraft that is within the right size and rarity limitations for this ability Unmatched Calibration Technician - be just like Garrus Vakarian and endlessly perform weapon calibrations, except this time they pay off.
Allows you to spend destiny points to reroll dice, whether your own or the GM's difficulty dice, so long as it is your check. As you level this ability, you can actually upgrade the dice you choose to reroll into better dice or downgrade the difficulty. You can also extend this ability to your allies and reroll dice to help them out.
Age of Rebellion[ edit ] This One is Mine Ace - You can lock yours and your enemy's vehicle into attacking each other for a set duration, and also preventing anyone else from targeting either of you. Meaning you can do things like lock enemy TIE fighters out of a boss fight. It works especially well if you have a vehicle crewed by multiple PCs and will let you all deal with the most difficult target without having to worry about other things.
She reinforces the paradigm of woman as object to view and as such gets access to a high profile project to which she has no professional claim. In contrast, Donna has years of experience but challenges the patriarchy in her feminist writing and her disregard for appearance.
It is clear that her only significant success came about in a moment of weakness when she wrote a play Four Men and a Motorbike which catered to the male dominated commercial establishment and that is the sum total of her commercial value. She is an older woman who developed her career based on her looks.
In some ways she is an older Penelope. Sharna is struggling to maintain her hold though, because her value within the male point of view is diminishing. She needs plastic surgery to maintain her looks, and her sexual desirability is waning as age wins its war.
Sharna: You were talking Penelope up quite a bit in the interview Cameron: She is veeeery Sharna: My talents are bigger than hers. Cameron: Yes, but hers are naaaaatural. Sharna: I paid a lot of money for the natural feel! October 9, Cameron: Money well spent, my deeear.
He is worried about his career ending, but he is respected and still highly visible on stage and screen and we know he is still cast by young directors Samsara , p. Gordon has a respectability and gravitas which comes with his age and experience which the women can never have.
In certain respects Cameron is a foil for both Gordon and Donna. He is an interesting character because he is qualified, but quite young. Despite his youth and the brevity of his career, he has been given amazing opportunities because he is seen and given a voice in a way the women never will Samsara , p.
His voice and his work support the dominant social hierarchy and preserve the status quo including power relationships and social order. Even when it is demonstrated he has no ability to control circumstances or even himself Samsara , pp. This goes back to the question of public and private seeing. There is some slippage as Sharna exposes some of the turmoil of the rehearsal process, but in the end Cameron is still the all-conquering male who brings this team of wilful and hysterical women into line to create great theatre.
Dramatic Reaction is a play set in a theatre because for me it mirrored the expectation of an educational institution which is that it is supposed to be a place of safety in which great risk taking can take place. The play is about revealing the truth that artists, like educators, are just people with all of the faults and flaws and biases which come with our humanity. I also wanted to demonstrate that as much as we try to break down the patriarchal tropes, in the end we generally end up doing the very thing which holds them in place.
In the case of my education, silencing me and making me invisible succeeds in not having to address the imbalances and failed teaching and learning systems. October 9, In the case of Dramatic Reaction, the success of the play once it opens negates all of the pain and damage inflicted on the participants in the collaboration.
Both of these outcomes result in the maintenance of the status quo. Unsafe Spaces written by Bronwyn Dunston Written by Bronwyn Dunston 14 of 31 Unsafe Spaces: A feminist rebellion through play writing It is ironic that my last attempt to be seen is to not have my play presented in the end of year graduate readings.
My attempt to use invisibility as my means of being noticed is a poor tool, but the only one I have and it will suffer the fate of all female rebellion - failure.
Daniels, S , Plays. One, Methuen Drama, London. White, RA ed. Ophelia 2 — Young woman, Elizabethan white nightgown. All other sequences can be performed in any order. Any portion of any sequence can be performed as a reprise s any number of times as long as the whole sequence is played at some point in full.
All sequences must be performed. At the front of stage is a deep trench with water running through it. The water is glowing red and we hear the water flowing. Ophelia 3 is looking at herself in the mirror. She pinching and slapping herself, pulling at her hair, and mumbling. Ophelia 2 is writing in a diary humming a tune. The tune is a ballet waltz and the real music takes over from the humming. Ophelia 1 enters and dances around them both on pointe.
The music is broken with hip hop and the dance becomes hiplet. Ophelia 1 grabs Ophelia 3 and they dance together for a while. Then they both grab Ophelia 2 and the three of them dance joyfully and freely, joining in the words of the rap. They all revert to humming the waltz and make their way to the trench. They sit along the edge with their feet in the water. Ophelia 1 has removed her pointe shoes, tied them together and thrown them up onto the canopy frame to dangle.
Ophelia 1: The tale is Ophelia 2: Told. Ophelia 2: Learned. Ophelia 3: What is the lesson? Ophelia 3: Be obedient. Ophelia 1: Open my hips! Ophelia 2: Asphyxiation is a hard way to die. Ophelia 1: Asphyxiation is an aphrodisiac! Ophelia 3: Pain is an aphrodisiac They talk separately.
Ophelia 1: Living is pain, pain. Ophelia 2: Again. Ophelia 2: Can I stop hurting? Ophelia 3: Who will protect me? Ophelia 1: I will. Ophelia 2: I have to protect myself. Ophelia 3: How? Ophelia 1: No more pain. October 9, Ophelia 2: No more secrets. All Ophelias: Not to be. Out of synch like reverberation. Repeat 3 times Ophelia 3 joins them in the trench and they all start playfully splashing each other.
He dumps it on the floor.
All the Ophelias stop and stare. Ophelia 1 climbs up onto the top of the poster frame. Ophelia 2 stands. Ophelia 2: Hamlet. Ophelia 1: He dropped him like a sack of p Ophelia 2: Potatoes.
He looks confused. Ophelia 1: He looks wild, wild. Ophelia 3: His eyes. I am not worthy Ophelia 2: Oh those eyes. Ophelia 1: They burn me! Ophelia 3: What is wrong with my father? I never understand anything. Everything is so, so, so Ophelia 2: Confusing. Hamlet, say something. Dad, say something. Ophelia 1: Move please. Ophelia 3: I am scared. Ophelia 2: Help me Dad! Ophelia 3: Laertes! Oh brother, please come home. I am so useless. Ophelia 1: I am so lost. Ophelia 2: He is coming closer.
Ophelia 3: They way he stares. I am so ugly. Ophelia 1: It burns my s Is he looking at me or through me? Ophelia 3: Dad will be so mad. Ophelia 1: When will he w Ophelia 3: What is wrong? Grow a brain! Ophelia 2: Should I get dressed? Ophelia 2: Burn. My butterfly has stomachs. Ophelia 1: A cool breeze would be nice. Hamlet starts breathing excitedly, Ophelia 1 starts hyperventilating. Ophelia 2: Who is breathing? Ophelia 1: I am a Ophelia 3: What am I afraid of? I am such a scaredy cat Ophelia 2: Afraid.
He loves me. Ophelia 1: He said so, said so. Ophelia 3: Is that the look of love? Ophelia 2: I want to step away. Ophelia 1: But what if that Ophelia 2: excites Ophelia 3: invites Ophelia 1: incites him? Ophelia 2: I want him to come to me.
Ophelia 3: My brother warned me about this. Ophelia 1: Dad will kill me when he wakes up! Ophelia 3: What is Hamlet doing? Hamlet grabs Ophelia 2 roughly and kisses her forcefully. All Ophelias: Leave me alone! Ophelia 3: What have you done? Ophelia 1: I have to All Ophelias: Go! Ophelia 3: I am so All Ophelias: Afraid. Ophelia 1: I am afraid. All Ophelias: slightly out of sync like reverberation Is it me? There is silliness to it all. It is if they are doing a melodramatic home recital.
Hamlet: The moon shines dim as day doth break for you. Ophelia 2: Of what are you herald, my lord? Hamlet: See you this father to your wicked ways? This oaf of virtue who hides his body To lose his soul. Your eyes see well through panes of glass Though your virtue be stained. Why does my protector lay unmoving?
Hamlet: Your protector now tends the worms of hell. Ophelia 2: Is he… dead? Hamlet: He is! October 9, Hamlet: Of me! Ophelia 1: Shhhh! Unsafe Spaces written by Bronwyn Dunston Written by Bronwyn Dunston 21 of 31 Unsafe Spaces: A feminist rebellion through play writing The gesturing stops but the phrasing stays in parodic mode. A sense of unease is developing. Hamlet circles Ophelia 2. Ophelia 3 and 1 circle the stage watching them. Ophelia 2: What are you doing? Oh, um… resumes acting I am afeared of you and this dark night.
If my father be truly dead and gone Why do you lay him thus at my fragile feet? Should he not be rested on a stone dais, Cleaned and cleansed and his soul offered to God? Hamlet: His soul will rot in hell along with yours! Impurity through the generations Father to daughter, brother to sister, Husband to wife.
Ophelia 2 settles into grumpiness and Hamlet gets mean. All voice and gesture are naturalistic at this point. Ophelia 1 and 3 stop pacing and stand on either side facing them. I have kept myself cloistered in these rooms Despite your dire importations of love And desire, as you well know. Hamlet: Women are impure. A wife will mourn A husband for far less than a minute Before bedding his own brother.
An uncle Becomes father in the gasp of a breath , And only the moon shall see. Ophelia 2: No, my lord. Chastity is a fortress Only to be breached upon oaths of love And fidelity. Hamlet: I told you to vouchsafe your false husband, Yet you did not. October 9, Ophelia 3: What husband? How can I be so dumb? Ophelia 1: Shut up, up! Hamlet grabs Ophelia 2 and they struggle.
Unsafe Spaces written by Bronwyn Dunston Written by Bronwyn Dunston 22 of 31 Unsafe Spaces: A feminist rebellion through play writing Hamlet: I asked you to refuse his nightly bed And honour your true lover, the dead man. I told you to seek the full protection Of abstinence, to take on the habit Of the maidens of Christ. Yet here you are, Beckoning sin and desire. Ophelia 2: I beckon nothing my lord. I am here In my bedchamber, the place of honour And duty as the hour requires of me.
It is you who have breached the stone made walls Of propriety - lodged an offensive On my honour. As well, you lay herewith The body of my dearest protector In this land and affright me with your nerves, Pacing and circling. Players who want their Duty to focus more closely on the themes of the Ace career may replace Table 2. Because most of a smuggler's typical associates would sell them out in a Coruscant minute. Duties help to define an Ace and his background.
Rebellion as a fighter pilot. Zev blamed himself and eventually joined the marauders and raiders on primitive worlds. Hotshots always push their luck and as such have little respect for the law. After the station's destruction. Players may choose to roll randomly on the table or select a Duty based on their backgrounds. Many of these Duties are adapted specifically for players with the Ace career. Pilots with a criminal record are usually smugglers who might be willing to work with the Rebels for the right price.
Each battle carries with it the traumatic stress of narrow escapes. Every criminal wants home safe. Aces are the tip of the Rebel spear. Ground Superiority. He joined Rogue Squadcon artists might also prefer a live mount to a vehiron under the call sign of Rogue 2. Either way. This PC knows that the safety of his fellow Rebels is the best long-term strategy for victory against the Empire.
While arms. This PC is dedicated to taking out enemy starfighters. Whether or not to take another pass to hit one last secondary objective or target of opportunity is not even a question for this PC. As a stick jockey. The Player Character knows that keeping the skies clear of enemies is often a deciding factor in achieving victory. PCs that pilot starfighters and airspeeders. This PC seeks out the most skilled and famous Imperials on the battlefield.
The overall strategy of the Rebellion relies on sabotage and raids. Many Rebel strikes consist of launching a surprise attack. He knows that if the Rebels can showcase their strength in space combat. Aces are able to support missions by providing escort. This PC is devoted to helping his fellow Rebels achieve their Duties by providing whatever assistance they need.
These PCs are always looking to bring new designs. If not for Rebels focused on maintaining tech superiority. Although he may not get the same amount of reward or recognition as the people he is helping. From a vehicle. The Rebel Alliance succeeds because of teamwork.
This PC knows that if there is a way to steal the Imperial assets instead of just destroying them. This PC is always thinking of ways to bring talented beings to the cause.
This PC refuses to leave anyone behind. This PC realizes that every Imperial asset destroyed is one that can't later be used against the Rebellion or innocent civilians. He is driven to gather information on the Empire whenever possible.
Whether the PC sees this Duty as a means of testing himself or a way to help larger Rebel efforts. These duels are often recorded and released on shadowfeeds as a part of Rebel propaganda efforts to showcase how vulnerable the Empire is to Rebel assaults. The PC's Duty is equally split between two different areas of focus. No matter how good air support might be.
This PC knows that every victory hinges on having as much information as possible about the Empire's military disposition and assets. Aces with the Personnel Duty might volunteer for dangerous escort missions. This PC is always on the lookout for key enemy ground assets to disable and destroy.
This might mean going to backwater races and speaking with contestants. This PC knows that taking out enemy infantry and armor in combat from turrets. Imperial troops without food. This PC is also always on the lookout for potential Rebel sympathizers who might not be ready to openly join the Rebellion. TABLE 1. The Rebellion cannot survive without a steady influx of new personnel.
As such. Though bereft of any formal training. Descended from small. The three species that follow are particularly wellsuited for the Ace career: Their remarkable accuracy makes them excellent Gunners.
Chadra-Fan often dabble in the Rigger specialization even if it is not their primary expression of the Ace career. The enthusiastic rodents have propagated throughout the galaxy as free traders or slaves. Their faces have large black eyes. Rebels work with a variety of non-humans to spread the Rebellion across the galaxy. They thrive in any Ace specialization. Dressellians are more primitive. As a species.
Chadra-Fan sometimes wear long dresses and smocks over their furry bodies. Chadra-Fan are small. The Chadra-Fan adore technology and have an innate understanding of it. The survivors suffered months of starvation and disease. The overly social Chadra-Fan are friendly to a fault. This irresistible compulsion often gets them into trouble. The Chadra-Fan live in treetop cities among the cyperill bayous. These giant waves have destroyed most Chadra-Fan attempts at urbanization.
Chadra-Fan metabolism is very high. The storms are so central to Chadra-Fan life that many still follow a religion organized around a deity thought to live at the bottom of the ocean. Chad has nine moons. This deity controls the entire ocean. These scent markers are crucial in distinguishing males from females.
It is common to insult someone by saying they have a personality only a Chadra-Fan could love. Due to these frequent disasters. Chad has an eccentric orbit that makes it alternately the third or fourth planet in the Chad system. When the quake ended and the ocean returned. Their upper nostrils are chemoreceptive. Then the ocean just ran away. Most of the Chadra-Fan raced to the newly exposed ground.
Custom-built devices often go for top credit in silent auctions. The twenty million Chadra-Fan that remain on Chad all remember the disaster and friends and family they lost. As a result. Chadra-Fan have sharp senses. On each anniversary of the day the wave hit. On Chad. The tsunamis have also created an unnatural fear of drowning and water in general across the species.
All told. Chadra-Fan are popular in engineering think-tanks because of their unorthodox approach to cannibalizing existing technology and re-purposing it as something unexpected. The religion is ancient. In the span of minutes. Chad is an agriworld. Chad is wellregarded throughout the galaxy for their cheese and gourmet caf creamer. The lactil is a docile. Demand for Chadra-Fan scratch-built technology is growing.
These gizmos are cobbled together from spare parts and common items and components adapted for unexpected uses. He fans His tail violently and creates a tsunami.
Over the past few centuries. The crashing waves that followed wiped out cities and villages and killed many more. Despite the popularity of their dairy products. Depression and other psychological maladies are common among those who have endured stretches of time without company.
Almost a third of the planet's population was beyond the former shorelines when i t hit. A treasure trove of wrecked ships and containers that had been resting at the bottom of the ocean for centuries had just become easy to recover. A number of Chadra-Fan have actually died of loneliness when forced to spend extended periods of time in solitude. Their vision extends into the infrared range. Most Dressellian eyes can range from bright yellow to golden orange and provide slightly improved night vision.
Dressellians are bright and agile. Traditional Dressellians depend on the near-kilometer-high trees to provide for numerous facets of their life. The bravest Chadra-Fan and human colonists live in large ocean platforms or mobile arks. Many Dressellians have reverted to traditional lifestyles to better evade Imperial reprisals. Their blood is a bright teal. General Orrimaarko. Their small size.
Imperials on Dressel are almost exclusively human. Modern Dressellian society consists of a number of city-states run by direct representative democracies. The Dressellians. Most of these ranches have a remote-controlled buoy system that emits a shock if a branded creature swims too close. Life in the Alliance: Chadra-Fan are renowned for their ability to manipulate and use technology.
These tribes of hunter-gatherers wander the vast steepara forests that cover many of Dressel's islands and larger continents. They are difficult to get along with. The Dressellians are tall. Dressellians consume oxygen at almost double the rate of comparably sized humanoids. Their Basic comes out high-pitched and squeaky.
Imperial occupation has banded the Dressellians together in a common cause unprecedented in Dressellian history. Due to the limits of most humanoid hearing and vocal chords. Chadra-Fan hearing. Each tree is practically a habitat all its own. They still may not train Mechanics above rank 2 during character creation. Not all Dressellians have embraced urbanization.
The Chadra-Fan have a native language of high-pitched chitters and squeaks that reach into the ultra-sonic range. The steepara forests are not without their challenges. Chadra-Fan begin the game with one rank in Mechanics. Ranchers often tend their herd from the back of a cy'een. Giant steepara leaves have a unique texture that isn't quite like rubber or leather.
Chadra-Fan are smaller than average and count as silhouette 0. Some refer to them as "prune faces. The Chadra-Fan language does not use a pause or silence to separate words or thoughts.
Wookiee-like erselu. Chadra-Fan farm wander-kelp and slugs in paddies. Chadra-Fan not fluent in Basic often need an interpreter or protocol droid. While Dressellians from the same citystate share common views and work together. Their common unfamiliarity with technology often makes them poor Engineers.
The Dressellians speak a native language of the same name. Dressellians can spend 10 XP at character creation to remove this penalty permanently. The largest landmass is an equatorial island called Breehara. The Dressellians use the selldu for everything from transportation to farm labor. While known best for their combat prowess during the Galactic Civil War. There is perhaps no mount in the galaxy that is as stable a shooting platform as the selldu. The selldu is a two-legged.
Most land on Dressel is dominated by hilly grasslands and tall. Dressellians are respected throughout the Rebel Alliance as brave warriors. General Neeralli is Orrimaarko's cavalry commander.
The planet has an oddly uniform distribution of large islands. In close quarters. The selldu have hard. Bothan explorer Karka Vri'skar of clan Askar initially discovered the world two centuries before the Battle of Yavin.
Beast Riders. The moonless. Dressellians upgrade the difficulty of any checks involving advanced technology. Ten years before the Battle of Yavin. Many Dressellians even train their selldu to sync their breathing on command. The past decade of resistance against the Empire has seen a return to the steepara forests. They still may not train Survival above rank 2 during character creation. This counts as any technology not available on the Dressellian's home planet.
The popularity of many Dressellian works has exploded recently among enemies of the Empire. Neeralli personally leads an elite band of over two-hundred riders. Critics find Dressellian music. The rangers have stymied Imperial occupation and captured dozens of outposts. The battle cry of the selldu is a high.
His forces are known as the Selldu Rangers. The Dressellians engaged the Empire in guerrilla warfare. Many art critics have blamed Bothan interference for tainting one of the great romantic languages. Dressellians make excellent Aces. Scholars have described the language as flowing and organic. Dressellians begin the game with one rank in Survival. His innovative tactics find ways to put selldu cavalry on equal footing with Imperial mechanized infantry and light cavalry.
Their skin is pale and can be shaded yellow. Their theory suggests that early Kaminoan geneticists created the Xexto as laborers for Troiken's spice mines on behalf of ancient Hutts almost twentythousand years ago.
The design is fiendishly simple. Their reflexes are incredibly sharp. While the Xexto have many pursuits. Track design is something of an a r t form on Troiken. Political campaigns for leadership often boil down to a series of escalating dares.
Xexto off Troiken are often competing in or following a racing circuit. One of the most lethal tracks is the Xextoan Infiloop. The Xexto are a slight species with pale. Intricate mosaics of blue. Troiken is a tidally locked planet in the Colunda sector's Troiken system near the Rimward edge of the Perlemian Trade Route.
Veterned is the capital. The Xexto have two brains. Gasgano has long been a racing legend on Troiken. They believe the Arkanians were only interested in the Xexto to gauge the Kaminoan threat to business.
The course is a battle over the few sections that have strategically placed solar shades. Engineers designed the loop lengths so that by the end of the first lap. While some regard their courage as false bravado and pride. Heat management is a key element of any Podrace. The Xexto primarily live in sprawling. Thanks to Arkanian experimentation. The most popular track is known as the Pod Melter.
A number of pod manufacturers. Their small. While academic circles are familiar with the story of how Arkanian geneticists experimented on Xexto to create the Quermian species. A large moon in a polar orbit traces a narrow ring of habitable land to provide something approaching a day-night cycle.
Podracers that crash on the hot half of the course often result in fatalities. Their large. Xexto have an insatiable demand for adventure and excitement. Predators once dominated their homeworld. Their world has a number of tracks that run through the dense forests and mountains of Troiken. Piloting Planetary. Remember that each specialization has its own list of bonus career skills. Of course. Most Xexto have learned to speak at least a broken version of Basic or Huttese.
The Ace's eight career skills are Astrogation. Early Xexto had to contend with dozens of forest predators. The Xexto have developed the Xextese language. No character may start the game with more than two ranks in any skill.
Xexto begin play with one rank in the Confidence talent. As Commanders. Xexto are less likely to pursue careers as Diplomats or Engineers. The Xexto never cared much for the Republic. That said. He automatically gains one rank in four of these skills of his choosing without spending experience. The mountains are large. The Beast Rider can take the reins of most any creature. The Rigger combines engineering ingenuity with the quick thinking of an Ace. Xexto have six limbs: The mountains are home to the carnivorous challat eaters.
Piloting Space. The forests of Troiken house two-thirds of the world's Xexto. Xexto make fantastic Aces. The mountains also feature predatory. Xexto outside the racing circuit are uncommon. Xextese also has a written component.
The Hormick Range once harbored large deposits of andris and collafa spice. The Beast Rider is second only to the Spy career's Scout specialization in matters of wilderness survival and guerrilla warfare. While most any being can ride a trained mount. Unlike their fellow Aces. The Rebellion often assigns Beast Riders as scouts at Rebel bases and outposts.
The Imperials ride lizard-like dewbacks on desert worlds like Tatooine. When an Imperial or one of his allies spots creature tracks. Most cultures and militaries. He fits in just as well with the soldiers and scouts of the Rebel Army as with his fellow Aces in starfighters and speeders. The Beast Rider is also something of an outdoorsman. Knowledge Xenology. Once he has trained a mount. Creature mounts have better camouflage. His ability to traverse difficult terrain.
In battle. Imperial vehicles often ignore them outright. If this is the character's starting specialization. Beast Riders receive Athletics. Indigenous cultures throughout the galaxy depend on Beast Riders.
This cannot bring a characteristic above 6. W When activating and maintaining Spur.. Survival checks to forage take half the time. Suffer 1 strain to attempt Spur as a maneuver and decrease its difficulty to Take a Spur action. Decrease time to track a target by half. The beast suffers 2 strain every round it stays spurred. B e a s t Rider Career Skills: Once per round. Once per session. Decrease overland travel times by half.
If not for the support of their allies. The Hotshot keeps his head in the face of overwhelming odds. Veteran Hotshots are usually retired once their value as a symbol eclipses whatever good they might do on the battlefield. Those Hotshots whose luck never seems to run out quickly become heroes and legends to the rank and file of the Rebel Alliance.
There are few things in the galaxy more impressive than watching a Hotshot when everything is going his way. W and by-the-book tactics. This unpredictable and often irrational behavior. The Rebellion usually puts Hotshots through their paces in simulators before letting them get into a real fight. The Hotshot is all about taking the big risks. High Command often parades them around on low-risk. You can always depend on a Hotshot to go for it when he sees an opportunity to achieve a goal.
Command usually assigns Hotshots to X-wing or A-wing squadrons. Finesse and precision flying. He rarely considers the consequences or the alternatives. Any group can benefit from the honed dogfighting skills of a Hotshot. A vehicle formation with a Hotshot in the lead usually results in a costly engagement for the enemy.
Hotshots receive Cool. For the Hotshot. When he sees a chance. These courageous freedom fighters prefer improvisation to careful planning. Spend 1 Destiny Point to recover strain equal to Presence rating. When a starship or vehicle being piloted would suffer system strain. When making a check in a starship or vehicle. A Once per encounter. During a chase.
When performing a Corellian Sendoff. Hotshot Career Skills: Piloting Space I mi. If a Rigger finds he is still somehow outgunned. Most every team can benefit from a Rigger within their unit. He has a number of friends in the underworld's outlaw tech community. He has painstakingly finetuned it to fly faster and further. The Rigger is fascinated with the golden age of innovation in starship engineering that exists during the Galactic Civil War.
The biggest asset a Rigger brings to a team. The Rigger believes in his customized ship's ability to outperform any other vessel on the battlefield. If his ship is somehow blasted and left adrift. Knowledge Underworld. Imperials don't expect an X-wing to have replaced its astromech slot with a bomb-bay—until the ordnance is already detonating across their carrier's bridge.
Despite his impressive ability to mitigate damage done to his ship. The Rigger is resilient in the face of a challenge.
Riggers receive Gunnery. Riggers bring a technological expertise that can apply to a variety of circumstances. Riggers tend to have the highest rate of survivability in combat.
Riggers are also the only Ace to possess underworld contacts. The Rigger doesn't believe in risking his life from the seat of a stock-class anything. He keeps up to date with the latest technical journals and even trolls shadowfeeds. Halve the credit cost to add mods to attachments.
Increase the value of the Limited Ammo quality of any weapons mounted on Signature Vehicle by 1 per rank of Overstocked Ammo.
Choose one starship or vehicle as Signature Vehicle. Rigger Career Skills: Signature Vehicle gains Massive 1: P Upgrade all Charm. When downloading illegal goods.
Resilience i um p When downloading illegal goods. Upgrade all Mechanics checks made on that vehicle once. Passive Ranked: Yes Trees: Rigger The character can choose a Signature Vehicle with a silhouette value 1 higher than normal per rank of Larger Project.
Rigger The character increases the armor value of his Signature Vehicle by 1 per rank of Bolstered Armor. This maneuver can only be performed in a starship or vehicle with a speed of 4 or higher. No Trees: Hotshot When the character performs a Corellion Sendoff action.
Rigger The character increases the system strain threshold of his Signature Vehicle by 2 per rank of Customized Cooling Unit. Active Maneuver Ranked: Active Incidental. Rigger The character can upgrade the ability of all of his Charm.